That's the map. The whiter the area, the higher the terrain. The red is the start positions.

I call it "Bottleneck". Players start on the left side of the map with medium bases and lots of power (20,000?). The CPU starts on the right side with max power and advanced bases. The idea is to defend yourself against the rush of the CPU as long as possible.

The "cliffs" on either side are designed for towers/hardpoint defense. Using those positions as defense would be a smart in repelling the enemy invaders.

The challenge isn't designed to be winnable. It's just a test for how well you can hold out against an attack.

WEll its is a small idea for challenges/skirmishes. Anyone know aoe3?Then you know they got their main town and lvl and stuff.So i thought why not add a main base like this for WZ.Since campaign supports map jumping,why not make skirmishes like away missions? and if you not cheat you can have rank points added.

"No, you don't want to buy this Sh[beep]t from me. It shoots sideways, it was built by retard zombies in some f[beep]king outreach program." HL:G

1. Push the LimitsYou cannot build Oil Derricks / Generators. Both you and the enemy have 10k energy, and that's all. No starting bases.

2. Harvester (not sure if possible)Capture all Oil Derricks on the map. No tech allowed besides machineguns and trucks, only buildings available are Factory, Derrick, and Generator.

3. Icarus (not sure if possible)You start with the enemy on a sealed off island, rather tight for both of you. Capture the oil resource on the second island before your enemy does. There are two ways in, transport and hover.

How about a tower defense? You are only allowed to have trucks, and towers. You will need to protect artifacts from being stolen. An enemy transport could periodically drop off tanks and cybogs, and you could build a maze of walls, and towers to block them. I do not know if it’s possible to force a tank to not fire, unless its become trapped in walls.

Hmm. I like this idea! perhaps there could even be maps with prebuilt mazes? You know, say walls three squares wide so that you can place towers/hardpoints there?

Furthermore, I think even without specialized TD maps, TD would be a great addition to WZ.

"There is no greater Void than the one between your ears." - Void Ray, StarCraft 2.Especially the Void between the ears of people who think that No VTOL is a good idea, and won't lead to arty wars. I've won one, and I have to say: I hated it.

Tower defense games could be fun, where you get money by killing enemy units.Games such as Warzone Tower Defense (no relation to wz2100, despite the name) have all weapons available from the start...... but at the start you dont have enough money for plasma cannons, and only enough to build one howitzer (actually called a heavy cannon) or laser turret, both of which are not adequate for early defense due to their slow ROF, so all weapons have use at some point, even if MG turrets rapidly become ineffective wastes of space.

So following that logic, research may not be needed (upgrades might still be nice, in the previously mentioned tower defense game, you could upgrade individual defenses - all defenses had similar Firepower:cost ratios though)

Just kill units for money, build defenses, early waves could be scavengers (and maybe a buttload of infantry), such that an MG bunker would be a better option than a gauss hardpoint.One thing about some tower defense games, is that the towers are invunerable, but there must always be a path to the "base", I don't think that would work well for WZ.

I also like the idea of LZ based skirmishes.Could there be oil on an Away mission, that will add to power production:What I mean is basically, give each person an unseen base of: 5 factories of each type (with all modules built), 5 research facilities with modules, and 8 oil wells + 6 Power generators with modules.The map would have ≈20 more oil wells, allowing a player to max out their power production by capturing oil well on the away mission.Each player could start with an LZ and a force (remember the force editor? Lets implement that, with a 10 unit limit to the starting force, and a design menu, rather than selecting from templates). Players could then capture a few other LZs around the map to allow re-enforcements to arrive faster:- I'm not sure how to implement this.... how does one choose which LZ the units arrive at, or should each LZ come with a transport, thus with 3 LZs, you can have 30 units arrive by transport at 3 locations all at the same time?- Could we have modified Cyborg transports, such that you can build cyborg transports, and have those new transports deliver cyborgs? Thus you if you built 4 Cyborg transports, you could have 40 cyborgs en route to LZs all at the same time, in addition to 10 of whatever unit type you have in the large transport.So more LZ's = ability to deliver more cyborg re-enforcements, but vehicle re-enforcements will always come 10 at a time, and additional LZs just means you can shorten transit times after leaving the transport

I would recommend between a 2 transit time, but possibly longer if multiple LZs allow for multiple transports to deliver units.

A Warzone TD would be great but that seems to be a mod, not a challenge. LZ challenges sound fun but would be hard to impliment? Personally, I would like to see some more challenges made like the medium difficulty challenge that exists right now.

Turtle sounds interesting - Some idea built of the mission when you hold off NeXus for a while at the team beta? base when you first arrive.

More challenges with more AI vs you + allies.

Maybe some challenges where the enemy starts with 5 research facilities fully upgraded plus fortified base and you start with just basic base? 1 v 1 or (maybe 1 v 2).

Some challenge with multiple AIs against 1 human, but your base is in a more easily defended position.

Starting with multiple AIs (5 - 6) with basic base but you start with fully upgraded base (but techs are level on all sides at T1).

I will look at the editor etc and see if I can make any challenges but I don't know if I will be able to use any of it.

*THIS ... IS ... SPARTA!!!*7 allied AI vs player, custom map 7 bases at one side of the map(East), your base at the other(West).The southern portion of the map is occupied by a semi-circular body of water, a "bay".The northern part is also a (roughly) semi-circle of impassable mountains.between the northern mountains and the shore of the bay, is a route along the shore 4-6 tiles wide.Through the mountains, there would be a narrower path 1-3 tiles wide.Between the shore and the mountains would be the "hot gates",The 1-3 tile wide path would be the "goat trail" allowing an army to bypass the "hot gates"Oil distribution on each side of the "hot gates" would be roughly even, except for the 6x4 extra oil from 4 oil being in each starting base, and there would be 6 more starting positions to the north than to the south.

Could be any Tech starting level (or you could have a T-1, T-2, T-3 version of it).Basically, a turtling map, and given the poor AI, a Naval/hover attack (ok, so it doesn't really resemble the turning point that was the naval battle of Salamis after the battle of Thermopylae).

I'm somewhat partial to a T-2 start, so one could quickly get incendiaries for the chokepoints.